User prompt
Shooter daha hızlı top firlatsin. Toplar daha yavaş hareket etsin
User prompt
Shooter daha hızlı top firlatsin
User prompt
Shooter gözükmüyor
User prompt
Shooter görunumu ince bir çizgi olsun merkezden geriye yarısı vozukmesin
User prompt
Shooteri asset merkezden başlasin kilavuz yonune dogru
User prompt
Shooterı kaldır
User prompt
Shooter ın merkezi degil alt ucu spiral merkezinde olsun
User prompt
Kılavuz çizgisi ekran cerçevesine kadar uzansin
User prompt
Shooter ucu merkezde olsun ve daha kisa ve ince olsun
User prompt
Dokunduğumda nextball ın yeri değişmesin
User prompt
Dokunduğumda merkezde gozüken topun merkezi shooter merkezinde olsun
User prompt
Nextball merkezi shooter merkezinde olsun
User prompt
Shooter merkezi kılavuz çizgisi ile aynı hizada olsun
User prompt
Nextball merkezi kılavuz çizgisi ile aynı hizada olsun
User prompt
Nextball kılavuz çizgisiyle hizalı olsun
User prompt
Shooter 2 kat büyüt
User prompt
Please fix the bug: 'LK.setTitle is not a function' in or related to this line: 'LK.setTitle('Zumanji');' Line Number: 109
User prompt
Oyunun adını Zumanji yap
User prompt
Spiralin sonlarına yani dar yere dògru kare şekil atmata başlıyor bjnu düzelt
User prompt
Kare devam ediyor
User prompt
Shooter bazen pembe renkli kare atıyor bunu düzelt
User prompt
Shooterin kare atmasını önle.
User prompt
Please fix the bug: 'Uncaught TypeError: LK.hasAsset is not a function' in or related to this line: 'if (!LK.hasAsset(boxAssetId)) {' Line Number: 380
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'ball_yellow_box')' in or related to this line: 'if (!LK.assets[boxAssetId]) {' Line Number: 380
User prompt
Shooter 11. atişinda kare atıyor
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ball class for both chain and shot balls var Ball = Container.expand(function () { var self = Container.call(this); // color: 'red', 'blue', 'green', 'yellow' self.color = 'red'; self.radius = 45; // 90/2, for collision self.isChain = true; // true if part of chain, false if shot // Attach correct asset (always ellipse) var assetId = 'ball_' + self.color; var ballAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // For chain balls, we keep a t value (0-1) for position along the path self.t = 0; // For shot balls, we keep velocity self.vx = 0; self.vy = 0; // For chain balls, we keep index in chain self.chainIndex = 0; // For shot balls, we keep a flag if it's active self.active = true; // Set color and update asset self.setColor = function (color) { self.color = color; var assetId = 'ball_' + color; // always ellipse // Remove old asset if (ballAsset) ballAsset.destroy(); // Attach new asset (always ellipse) var newAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); }; return self; }); // Shooter class var Shooter = Container.expand(function () { var self = Container.call(this); // Attach shooter asset var shooterAsset = self.attachAsset('shooter', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // The ball to be shot (preview) self.previewBall = null; // The angle the shooter is aiming (radians) self.angle = -Math.PI / 2; // Set preview ball color self.setPreviewColor = function (color) { if (self.previewBall) { self.previewBall.destroy(); } self.previewBall = new Ball(); self.previewBall.isChain = false; self.previewBall.setColor(color); // Ball class always uses ellipse asset // Place preview ball at the center of the shooter self.previewBall.x = 0; self.previewBall.y = 0; self.addChild(self.previewBall); }; // Set shooter angle (radians) self.setAngle = function (angle) { self.angle = angle; self.rotation = angle + Math.PI / 2; // Do not update previewBall position here to keep nextball fixed at shooter center }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ /* We'll define a spiral path as a set of points (x, y) along which the chain balls move. For MVP, use a simple Archimedean spiral centered in the screen. We'll precompute N points along the spiral and interpolate between them. */ // --- Spiral Path Definition --- // Ball shapes (4 colors for MVP) // Shooter (frog or cannon, simple green ellipse for MVP) // Ball shoot sound // Ball pop sound var PATH_POINTS = []; var PATH_LENGTH = 1200; // Number of points along the path var SPIRAL_TURNS = 2.2; // How many turns var SPIRAL_RADIUS = 900; // Max radius var PATH_CENTER_X = 2048 / 2; var PATH_CENTER_Y = 1200; // Slightly above center // Spiral path visual: draw as small dots var spiralPathDots = new Container(); game.addChild(spiralPathDots); (function generateSpiralPath() { // First, generate a high-res spiral var HIGH_RES = 6000; var spiralHighRes = []; for (var i = 0; i < HIGH_RES; i++) { var t = i / (HIGH_RES - 1); // 0 to 1 var angle = SPIRAL_TURNS * 2 * Math.PI * (1 - t) + Math.PI; // Reverse spiral: start outside, go in var radius = 180 + SPIRAL_RADIUS * (1 - t); var x = PATH_CENTER_X + Math.cos(angle) * radius; var y = PATH_CENTER_Y + Math.sin(angle) * radius; // Mirror x around center to flip horizontally x = PATH_CENTER_X - (x - PATH_CENTER_X); spiralHighRes.push({ x: x, y: y }); } // Compute cumulative arc length var arcLen = [0]; for (var i = 1; i < spiralHighRes.length; i++) { var dx = spiralHighRes[i].x - spiralHighRes[i - 1].x; var dy = spiralHighRes[i].y - spiralHighRes[i - 1].y; arcLen[i] = arcLen[i - 1] + Math.sqrt(dx * dx + dy * dy); } var totalLen = arcLen[arcLen.length - 1]; // Now, sample PATH_LENGTH points at equal arc length intervals for (var i = 0; i < PATH_LENGTH; i++) { var targetLen = i * totalLen / (PATH_LENGTH - 1); // Binary search for the closest arcLen index var lo = 0, hi = arcLen.length - 1; while (lo < hi) { var mid = Math.floor((lo + hi) / 2); if (arcLen[mid] < targetLen) lo = mid + 1;else hi = mid; } var idx = lo; // Interpolate between idx-1 and idx var p0 = spiralHighRes[Math.max(0, idx - 1)]; var p1 = spiralHighRes[idx]; var l0 = arcLen[Math.max(0, idx - 1)]; var l1 = arcLen[idx]; var frac = l1 - l0 > 0 ? (targetLen - l0) / (l1 - l0) : 0; var x = p0.x + (p1.x - p0.x) * frac; var y = p0.y + (p1.y - p0.y) * frac; PATH_POINTS.push({ x: x, y: y }); // Draw a small dot every 8th point for performance if (i % 8 === 0) { var dot = LK.getAsset('ball_blue', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.18, scaleY: 0.18, x: x, y: y, alpha: 0.45 }); spiralPathDots.addChild(dot); } } })(); // Helper: get position along path for t in [0,1] function getPathPos(t) { var idx = t * (PATH_LENGTH - 1); var idx0 = Math.floor(idx); var idx1 = Math.min(PATH_LENGTH - 1, idx0 + 1); var frac = idx - idx0; var p0 = PATH_POINTS[idx0]; var p1 = PATH_POINTS[idx1]; if (!p0 || !p1) { // Defensive: If out of bounds, return center of screen return { x: PATH_CENTER_X, y: PATH_CENTER_Y }; } return { x: p0.x + (p1.x - p0.x) * frac, y: p0.y + (p1.y - p0.y) * frac }; } // Helper: get tangent angle at t function getPathAngle(t) { var idx = t * (PATH_LENGTH - 1); var idx0 = Math.max(0, Math.floor(idx) - 2); var idx1 = Math.min(PATH_LENGTH - 1, idx0 + 4); var p0 = PATH_POINTS[idx0]; var p1 = PATH_POINTS[idx1]; return Math.atan2(p1.y - p0.y, p1.x - p0.x); } // --- Chain State --- var chainBalls = []; // Array of Ball (in order, head at index 0) var chainSpacing = 120; // px between centers (increased for more space between balls) var chainSpeed = 0.00028; // t per tick (slower movement for chain balls) var chainHeadT = 0; // t of the head ball (0=start, 1=end) var chainTailT = 0; // t of the tail ball // --- Shooter State --- var shooter = new Shooter(); // Place shooter so its center aligns with the start of the guide line (spiral center) var shooterAssetSize = LK.getAsset('shooter', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); shooter.x = PATH_CENTER_X; shooter.y = PATH_CENTER_Y; game.addChild(shooter); // --- Shooter Guide Line --- // We'll use a series of small dots (like spiralPathDots) to show the aim direction var shooterGuideDots = new Container(); game.addChild(shooterGuideDots); // Helper to update shooter guide line function updateShooterGuide() { // Remove old dots while (shooterGuideDots.children.length > 0) { shooterGuideDots.children[0].destroy(); } // Always show shooter guide line (removed isAiming check) // Draw dots every 50px, up to the screen edge var angle = shooter.angle; var sx = shooter.x + Math.cos(angle) * 60; var sy = shooter.y + Math.sin(angle) * 60; // Calculate how far we can go in this direction before hitting the screen edge function getEdgeDistance(x, y, angle) { // Calculate intersection with each edge, return the smallest positive distance var dx = Math.cos(angle); var dy = Math.sin(angle); var distances = []; // Left edge (x=0) if (dx < 0) { var t = (0 - x) / dx; if (t > 0) distances.push(t); } // Right edge (x=2048) if (dx > 0) { var t = (2048 - x) / dx; if (t > 0) distances.push(t); } // Top edge (y=0) if (dy < 0) { var t = (0 - y) / dy; if (t > 0) distances.push(t); } // Bottom edge (y=2732) if (dy > 0) { var t = (2732 - y) / dy; if (t > 0) distances.push(t); } if (distances.length === 0) return 0; return Math.min.apply(null, distances); } var maxDist = getEdgeDistance(shooter.x, shooter.y, angle) - 60; // minus shooter offset var lenStep = 50; var steps = Math.floor(maxDist / lenStep); for (var i = 1; i <= steps; i++) { var px = shooter.x + Math.cos(angle) * (60 + i * lenStep); var py = shooter.y + Math.sin(angle) * (60 + i * lenStep); // Don't draw outside game area (defensive) if (px < 0 || px > 2048 || py < 0 || py > 2732) break; var dot = LK.getAsset('ball_blue', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.13, scaleY: 0.13, x: px, y: py, alpha: 0.7, // much more visible tint: 0x5ac8fa // light cyan for high contrast }); shooterGuideDots.addChild(dot); } } // --- Shot Balls State --- var shotBalls = []; // Array of Ball // --- Game State --- var colors = ['red', 'blue', 'green', 'yellow']; var nextBallColor = colors[Math.floor(Math.random() * colors.length)]; var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Initialize Chain --- function initChain() { chainBalls = []; var N = 18; // Initial number of balls var t = 0.0; for (var i = 0; i < N; i++) { var ball = new Ball(); var color = colors[Math.floor(Math.random() * colors.length)]; ball.setColor(color); ball.isChain = true; ball.t = t; ball.chainIndex = i; var pos = getPathPos(t); ball.x = pos.x; ball.y = pos.y; game.addChild(ball); chainBalls.push(ball); t += chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); // Approximate t step } chainHeadT = chainBalls[0].t; chainTailT = chainBalls[chainBalls.length - 1].t; } initChain(); // --- Initialize Shooter --- shooter.setPreviewColor(nextBallColor); shooter.setAngle(-Math.PI / 2); updateShooterGuide(); // --- Dragging / Aiming State --- var isAiming = false; // --- Helper: Find angle from shooter to (x, y) --- function getShooterAngleTo(x, y) { var dx = x - shooter.x; var dy = y - shooter.y; return Math.atan2(dy, dx); } // --- Helper: Find nearest t on path to (x, y) --- function findNearestT(x, y) { // Brute force for MVP var minDist = 1e9; var minIdx = 0; for (var i = 0; i < PATH_POINTS.length; i += 8) { // Step for speed var p = PATH_POINTS[i]; var dx = p.x - x; var dy = p.y - y; var d = dx * dx + dy * dy; if (d < minDist) { minDist = d; minIdx = i; } } return minIdx / (PATH_LENGTH - 1); } // --- Game Events --- // Aim shooter game.move = function (x, y, obj) { if (!isAiming) return; var angle = getShooterAngleTo(x, y); shooter.setAngle(angle); updateShooterGuide(); }; // Start aiming game.down = function (x, y, obj) { // Only allow aiming if touch is not on top 400px (avoid accidental shots) if (y < 400) return; isAiming = true; var angle = getShooterAngleTo(x, y); shooter.setAngle(angle); updateShooterGuide(); }; // Shoot ball game.up = function (x, y, obj) { if (!isAiming) return; isAiming = false; updateShooterGuide(); // Fire a ball in the current shooter.angle var ball = new Ball(); ball.isChain = false; ball.setColor(nextBallColor); var angle = shooter.angle; var speed = 68; // px per tick (even faster for shooter) ball.vx = Math.cos(angle) * speed; ball.vy = Math.sin(angle) * speed; ball.x = shooter.x + Math.cos(angle) * 60; ball.y = shooter.y + Math.sin(angle) * 60; ball.active = true; shotBalls.push(ball); game.addChild(ball); // Play shoot sound LK.getSound('shoot').play(); // Next ball color nextBallColor = colors[Math.floor(Math.random() * colors.length)]; shooter.setPreviewColor(nextBallColor); }; // --- Helper: Insert ball into chain at index --- function insertBallIntoChain(ball, insertIdx, insertT) { // Insert ball into chainBalls at insertIdx, set t=insertT ball.isChain = true; ball.t = insertT; ball.chainIndex = insertIdx; // Remove from shotBalls for (var i = 0; i < shotBalls.length; i++) { if (shotBalls[i] === ball) { shotBalls.splice(i, 1); break; } } // Insert into chainBalls chainBalls.splice(insertIdx, 0, ball); // Re-index and re-t for (var i = 0; i < chainBalls.length; i++) { chainBalls[i].chainIndex = i; } // Adjust t for all balls after insertIdx for (var i = insertIdx + 1; i < chainBalls.length; i++) { chainBalls[i].t += chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); } } // --- Helper: Check for matches and pop balls --- function checkAndPopMatches() { // Find runs of 3+ same color var i = 0; while (i < chainBalls.length) { var color = chainBalls[i].color; var j = i + 1; while (j < chainBalls.length && chainBalls[j].color === color) { j++; } var runLen = j - i; if (runLen >= 3) { // Pop balls i to j-1 for (var k = i; k < j; k++) { var b = chainBalls[k]; // Animate pop tween(b, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 220, easing: tween.easeOut, onFinish: function (ball) { return function () { ball.destroy(); }; }(b) }); } // Remove from chainBalls chainBalls.splice(i, runLen); // Play pop sound LK.getSound('pop').play(); // Update score score += runLen * 10; scoreTxt.setText(score); // Re-index and re-t for (var m = 0; m < chainBalls.length; m++) { chainBalls[m].chainIndex = m; } // After popping, check again from start return true; } i = j; } return false; } // --- Game Update Loop --- game.update = function () { // --- Move chain balls forward --- if (chainBalls.length > 0) { // Move head forward chainHeadT += chainSpeed; // Clamp if (chainHeadT > 1) chainHeadT = 1; // Each ball follows the previous at chainSpacing var t = chainHeadT; for (var i = 0; i < chainBalls.length; i++) { var ball = chainBalls[i]; ball.t = t; var pos = getPathPos(t); ball.x = pos.x; ball.y = pos.y; t += chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); } chainTailT = chainBalls[chainBalls.length - 1].t; } // --- Move shot balls --- for (var i = shotBalls.length - 1; i >= 0; i--) { var ball = shotBalls[i]; if (!ball.active) continue; ball.x += ball.vx; ball.y += ball.vy; // Out of bounds if (ball.x < -100 || ball.x > 2148 || ball.y < -100 || ball.y > 2832) { ball.destroy(); shotBalls.splice(i, 1); continue; } // --- Collision with chain balls --- var minDist = 1e9; var hitIdx = -1; var hitT = 0; for (var j = 0; j < chainBalls.length; j++) { var cb = chainBalls[j]; var dx = ball.x - cb.x; var dy = ball.y - cb.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < ball.radius * 1.15) { if (dist < minDist) { minDist = dist; hitIdx = j; // Find t between cb and previous/next if (j === 0) { hitT = cb.t - chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); } else { hitT = (cb.t + chainBalls[j - 1].t) / 2; } } } } if (hitIdx !== -1) { // Insert ball into chain at hitIdx insertBallIntoChain(ball, hitIdx, hitT); // Animate insertion tween(ball, { scaleX: 1.2, scaleY: 1.2 }, { duration: 80, onFinish: function onFinish() { tween(ball, { scaleX: 1, scaleY: 1 }, { duration: 80 }); } }); // After insertion, check for matches while (checkAndPopMatches()) {} continue; } } // --- Check for game over (tail reaches end) --- if (chainBalls.length > 0 && chainBalls[chainBalls.length - 1].t >= 1) { // Flash screen red LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // --- Check for win (all balls popped) --- if (chainBalls.length === 0) { LK.showYouWin(); return; } }; // --- Increase difficulty over time --- var level = 1; var levelTimer = LK.setInterval(function () { level++; if (level % 2 === 0 && colors.length < 5) { // Add a new color (for MVP, max 5) var newColors = ['purple', 'orange', 'cyan', 'pink']; var colorNames = ['purple', 'orange', 'cyan', 'pink']; if (colors.length < colorNames.length + 4) { var c = colorNames[colors.length - 4]; var col = 0x9b59b6; // purple if (c === 'orange') col = 0xff9500; if (c === 'cyan') col = 0x5ac8fa; if (c === 'pink') col = 0xff2d55; colors.push(c); } } // Increase speed chainSpeed += 0.00008; }, 9000);
===================================================================
--- original.js
+++ change.js
@@ -87,18 +87,18 @@
/****
* Game Code
****/
-// Ball pop sound
-// Ball shoot sound
-// Shooter (frog or cannon, simple green ellipse for MVP)
-// Ball shapes (4 colors for MVP)
-// --- Spiral Path Definition ---
/*
We'll define a spiral path as a set of points (x, y) along which the chain balls move.
For MVP, use a simple Archimedean spiral centered in the screen.
We'll precompute N points along the spiral and interpolate between them.
*/
+// --- Spiral Path Definition ---
+// Ball shapes (4 colors for MVP)
+// Shooter (frog or cannon, simple green ellipse for MVP)
+// Ball shoot sound
+// Ball pop sound
var PATH_POINTS = [];
var PATH_LENGTH = 1200; // Number of points along the path
var SPIRAL_TURNS = 2.2; // How many turns
var SPIRAL_RADIUS = 900; // Max radius
@@ -201,9 +201,9 @@
}
// --- Chain State ---
var chainBalls = []; // Array of Ball (in order, head at index 0)
var chainSpacing = 120; // px between centers (increased for more space between balls)
-var chainSpeed = 0.0005; // t per tick (much slower movement)
+var chainSpeed = 0.00028; // t per tick (slower movement for chain balls)
var chainHeadT = 0; // t of the head ball (0=start, 1=end)
var chainTailT = 0; // t of the tail ball
// --- Shooter State ---
var shooter = new Shooter();
@@ -374,9 +374,9 @@
var ball = new Ball();
ball.isChain = false;
ball.setColor(nextBallColor);
var angle = shooter.angle;
- var speed = 48; // px per tick (increased from 32 for faster shots)
+ var speed = 68; // px per tick (even faster for shooter)
ball.vx = Math.cos(angle) * speed;
ball.vy = Math.sin(angle) * speed;
ball.x = shooter.x + Math.cos(angle) * 60;
ball.y = shooter.y + Math.sin(angle) * 60;
Mistik mısır ve aztek resmi çöl gibi bir spiral ve sarı renk agırlıklı low poly nesneler ve su akıyor efekti. In-Game asset. 2d. High contrast. No shadows
thick and yellow color object edges
make the ball appear on the screen much more smoothly like bubble
make the ball appear on the screen much more smoothly like bubble
make the ball appear on the screen much more smoothly like bubble
yellow